uniform sampler2D ambientSampler;
uniform sampler2D deltaBjSampler;
uniform int topLevel;
uniform float areaFraction;

void main(void)
{
	vec3 ambient = vec3(texture2D(ambientSampler, vec2(0.5, 0.5)).rgb);
	vec3 deltaBj = vec3(texture2D(deltaBjSampler, vec2(0.5, 0.5), float(topLevel)).rgb);
	gl_FragColor = vec4((deltaBj * areaFraction) + ambient, 1.0);
}
